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作者:密密 字体:[增加 减小] 来源:薛平贵与王宝钏 时间:2026-08-26 我要评论

沉默的羔羊

女武神天貓合演大龍鳳_我的网站

花千骨

A |     

Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
    Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
Inside Beijing's Homoludens Archive, shelves are filled with books, game consoles, game cartridges and other materials tracing the history of video games. For Liu Mengfei, the archive's director and chair of the academic committee of the Gamification Professional Committee, these collections preserve more than the evolution of games, they also capture the cultural memories of a generation.
A PhD in history from Tsinghua University, Liu has spent more than a decade studying the social impact of games, the role of games in history and digital humanities. Throughout her career, she has continued to explore the relationship between games and people: Why do humans create games? And how do games shape culture and society?
Books, meanwhile, have been an important gateway through which Liu has come to understand the world of games.
"The real value of a book lies not simply in what it tells you, but in whether it can change the way you understand the world and people," Liu told the Global Times.
Books meet games

In 2007, being an undergraduate history student, Liu wrote her thesis on the links between ancient Celtic religion and modern digital games.
To study original sources such as The Gallic War by Roman author Julius Caesar, she taught herself Latin. As her research extended into modern games, she also began reading the rulebooks of Dungeons & Dragons, a tabletop role-playing game.
"From historical texts to game rulebooks, these reading experiences seemed to belong to completely different worlds, but they gradually led me to realize that games are not simply entertainment products. They also contain history, culture and the relationships between people and society," she said.
Later, Homo Ludens, by Dutch historian Johan Huizinga, further transformed the way she understood games. The book gives a theory that humans are not only Homo sapiens, or "rational beings," but also Homo ludens, or "playing beings," and that games are deeply intertwined with human culture, from language and art to religious rituals and sports.
The book had a profound influence on her. It points out that the foundations of human society — language, civilization, religious rituals, sports and art, are all connected to play and games, because we are Homo ludens, "the playing human."
"The idea prompted me to view games from a broader perspective," Liu said. "Games are not an appendage outside human civilization, but are deeply connected to cultural creation and social life." 
"It also showed me that games and game-based thinking could extend into broader fields, including education and technology," she added.
She later read other works on game studies, including Play Between Worlds: Exploring Online Game Culture, Half-Real and Rules of Play Game Design Fundamentals. Play Between Worlds, in particular, opened up another possibility for game studies at a time when discussions about "internet addiction" were prevalent in China.
"Games are not simply a form of entertainment that needs to be restricted or criticize;. they can also serve as important media for storytelling, cultural expression and exploring relationships," she said.
These reading experiences gradually shifted Liu's focus from simply asking "What are games?" to a deeper question: What can games bring to people?
Beyond time and technology
Periodically, Liu still returns to Homo Ludens in her free time, finding new insights from the book as society changes. In the age of artificial intelligence, she has revisited one of its fundamental questions: As AI becomes increasingly capable of handling repetitive tasks and surpasses humans in efficiency, what does it mean to be human?
"As AI takes over more monotonous and repetitive work, the time freed up should be devoted to creativity, experience and human relationships," she said. "The time we gain should actually be used to become better at 'playing humans.'" 
For Liu, this also requires people to maintain their ability to think, imagine and reflect -- abilities that cannot be gained through simply receiving information. This has also prompted her to reconsider the meaning of reading.
In an era when AI can quickly summarize an entire book, Liu believes people still need to read the original works in full, because the value of reading lies in more than simply acquiring knowledge and conclusions.
"Reading a book is like a form of cultivation. You have to immerse yourself in it, patiently allow the author to take you on a journey, and find your own island along the way," she said.
For Liu, the value of reading is not limited to books on paper. As media evolve, so do the ways people encounter stories and understand culture. Some digital works are now becoming new vehicles for reading.
Chinese-developed games such as Genshin Impact contain hundreds of thousands, and even more than a million Chinese characters of text, while Black Myth: Wukong uses its "Journal" system to tell the stories of individual monsters through written entries. 
"Digital games are carrying forward traditions inherited from literature and film, becoming new gateways, through which young people can enter the worlds of literature, history and traditional culture," she said.
"An important reason why Black Myth: Wukong has succeeded in communicating Chinese culture is that it does not simply insert traditional cultural symbols into a game. Instead, it draws on the original Journey to the West, contemporary works inspired by the classic, as well as the game's own rules and interactions, allowing players to develop a new understanding of traditional culture through their actions," she noted.
For Liu, the forms of reading may change, but the desire to understand the world and discover oneself will not. From books to digital worlds, what matters is not only what people read or play, but how they think, create and find meaning through these experiences.
。

B |     週四上午,WNBA常規賽上演一場重頭戲,女武神主場迎戰天貓。兩隊近期連勝勢頭兇猛,各自具備足夠爭勝實力,這場榜首大戰誰能笑到最後?敬請各位拭目以待。
    
      彼此勢頭針鋒相對
    
      隨著上仗擊敗飛翼,女武神8月份以來6戰全勝,現已提前鎖定季後賽席位。天貓長時間雄踞榜首,上仗贏下與王牌的強強對話迎來四連勝,近15場贏下14場,穩定性可見一斑。

C |
    
      基本數據不相伯仲
    
      女武神主場勝率78.9%,最近一波四連勝期間均場淨勝14分。留意官網數據,女武神均場失分和防守效率都是聯盟最佳,比天貓略勝一籌。

D | 天貓今季作客以15勝2負笑傲全聯盟;近6場全勝,均場淨勝10分,今鋪揮軍女武神的魔鬼主場毫無懼意。
    
      班底實力各有千秋
    
      儘管女武神沒有得分高手,不過包括嘉比威廉絲在內的多名主力能有均場至少8分的穩定輸出,團隊性拉滿。在納菲莎高妮亞此前長期傷缺的情況下,奧莉維婭米爾斯是天貓今季發揮最搶眼之人,此女乃最佳新秀大熱。全隊多達5人均場得分至少14分,核心球員實力上限高於女武神。
    
      對賽紀錄呈一面倒
    
      儘管上季至今6次交鋒女武神悉數輸給天貓,但前者現已具備打破被對方壓制的底氣。值得留意,天貓近2仗的末節得分都少於對手,這樣看起來並非不可戰勝。
    
      傷停情況
    
      女武神:I.路柏特因私人理由缺席;
    
      天貓:艾瑪捷奧娃養傷。

Current article:http://www.diaoengngtengdiachanpiezao.sbs/list_igv/upgav7f.xlsx

Published on:09:19:56


Tag:杀破狼   斯巴达克斯第三季  00后  

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